/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010-2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#include "gamePCH.h"
#include "TotemAI.h"
#include "Totem.h"
#include "Creature.h"
#include "DBCStores.h"
#include "ObjectAccessor.h"
#include "SpellMgr.h"

#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "CellImpl.h"

int TotemAI::Permissible(const Creature *creature) {
	if (creature->isTotem())
		return PERMIT_BASE_PROACTIVE;

	return PERMIT_BASE_NO;
}

TotemAI::TotemAI(Creature *c) :
		CreatureAI(c), i_victimGuid(0) {
	ASSERT(c->isTotem());
}

void TotemAI::MoveInLineOfSight(Unit *) {
}

void TotemAI::EnterEvadeMode() {
	me->CombatStop(true);
}

void TotemAI::UpdateAI(const uint32 /*diff*/) {
	if (me->ToTotem()->GetTotemType() != TOTEM_ACTIVE)
		return;

	if (!me->isAlive() || me->IsNonMeleeSpellCasted(false))
		return;

	// Search spell
	SpellEntry const *spellInfo = sSpellStore.LookupEntry(
			me->ToTotem()->GetSpell());
	if (!spellInfo)
		return;

	// Get spell range
	SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(
			spellInfo->rangeIndex);
	float max_range = GetSpellMaxRangeForHostile(srange);

	// SPELLMOD_RANGE not applied in this place just because not existence range mods for attacking totems

	// pointer to appropriate target if found any
	Unit* victim =
			i_victimGuid ? ObjectAccessor::GetUnit(*me, i_victimGuid) : NULL;

	// Search victim if no, not attackable, or out of range, or friendly (possible in case duel end)
	if (!victim || !victim->isTargetableForAttack()
			|| !me->IsWithinDistInMap(victim, max_range)
			|| me->IsFriendlyTo(victim) || !me->canSeeOrDetect(victim)) {
		victim = NULL;
		Trinity::NearestAttackableUnitInObjectRangeCheck u_check(me, me,
				max_range);
		Trinity::UnitLastSearcher<
				Trinity::NearestAttackableUnitInObjectRangeCheck> checker(me,
				victim, u_check);
		me->VisitNearbyObject(max_range, checker);
	}

	// If have target
	if (victim) {
		// remember
		i_victimGuid = victim->GetGUID();

		// attack
		me->SetInFront(victim); // client change orientation by self
		me->CastSpell(victim, me->ToTotem()->GetSpell(), false);
	} else
		i_victimGuid = 0;
}

void TotemAI::AttackStart(Unit *) {
	// Sentry totem sends ping on attack
	if (me->GetEntry() == SENTRY_TOTEM_ENTRY
			&& me->GetOwner()->GetTypeId() == TYPEID_PLAYER) {
		WorldPacket data(MSG_MINIMAP_PING, (8 + 4 + 4));
		data << me->GetGUID();
		data << me->GetPositionX();
		data << me->GetPositionY();
		((Player*) me->GetOwner())->GetSession()->SendPacket(&data);
	}
}
